Method | Description | |
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acos ( float x ) : float |
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acosh ( float x ) : float |
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asin ( float x ) : float |
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asinh ( float x ) : float |
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atan ( float y_over_x ) : float |
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atan ( float y, float x ) : float |
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atanh ( float x ) : float |
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cos ( float angle ) : float |
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cosh ( float angle ) : float |
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degrees ( float radians ) : float |
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frustum ( float left, float right, float bottom, float top, float nearVal, float farVal ) : CSharpGL.mat4 |
Creates a frustrum projection matrix.
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infinitePerspective ( float fovy, float aspect, float zNear ) : CSharpGL.mat4 |
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite.
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inverse ( CSharpGL.mat2 m ) : CSharpGL.mat2 |
Gets the inversed matrix. 获取逆矩阵。
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inverse ( mat3 m ) : mat3 |
Gets the inversed matrix. 获取逆矩阵。
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inverse ( CSharpGL.mat4 m ) : CSharpGL.mat4 |
Gets the inversed matrix. 获取逆矩阵。
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lookAt ( vec2 eye, vec2 center, bool up ) : mat3 |
Build a look at view matrix. transform object's coordinate from world's space to camera's space.
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lookAt ( vec3 eye, vec3 center, vec3 up ) : CSharpGL.mat4 |
Build a look at view matrix. transform object's coordinate from world's space to camera's space.
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ortho ( float left, float right, float bottom, float top ) : CSharpGL.mat4 |
Creates a matrix for projecting two-dimensional coordinates onto the screen. this equals ortho(left, right, bottom, top, -1, 1)
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ortho ( float left, float right, float bottom, float top, float zNear, float zFar ) : CSharpGL.mat4 |
Creates a matrix for an orthographic parallel viewing volume.
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perspective ( float fovy, float aspect, float zNear, float zFar ) : CSharpGL.mat4 |
Creates a perspective transformation matrix.
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perspectiveFov ( float fov, float width, float height, float zNear, float zFar ) : CSharpGL.mat4 |
Builds a perspective projection matrix based on a field of view.
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pickMatrix ( vec2 center, vec2 delta, vec4 viewport ) : CSharpGL.mat4 |
Define a picking region.
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project ( vec3 modelPosition, CSharpGL.mat4 view, CSharpGL.mat4 proj, vec4 viewport ) : vec3 |
Map the specified object coordinates (obj.x, obj.y, obj.z) into window coordinates.
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radians ( float degrees ) : float |
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rotate ( float angleDegree ) : mat3 |
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rotate ( mat3 m, float angleDegree ) : mat3 | ||
rotate ( float angleDegree, vec3 v ) : CSharpGL.mat4 |
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rotate ( CSharpGL.mat4 m, float angleDegree, vec3 v ) : CSharpGL.mat4 |
Builds a rotation 4 * 4 matrix created from an axis vector and an angle.
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scale ( mat3 m, vec2 v ) : mat3 |
Applies a scale transformation to matrix m by vector v.
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scale ( CSharpGL.mat4 m, vec3 v ) : CSharpGL.mat4 |
Applies a scale transformation to matrix m by vector v.
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sin ( float angle ) : float |
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sinh ( float angle ) : float |
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tan ( float angle ) : float |
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tanh ( float angle ) : float |
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translate ( mat3 m, vec2 v ) : mat3 |
Applies a translation transformation to matrix m by vector v.
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translate ( CSharpGL.mat4 m, vec3 v ) : CSharpGL.mat4 |
Applies a translation transformation to matrix m by vector v.
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transpose ( CSharpGL.mat2 m ) : CSharpGL.mat2 |
Gets the transposed matrix. 获取转置矩阵。
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transpose ( mat3 m ) : mat3 |
Gets the transposed matrix. 获取转置矩阵。
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transpose ( CSharpGL.mat4 m ) : CSharpGL.mat4 |
Gets the transposed matrix. 获取转置矩阵。
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tweakedInfinitePerspective ( float fovy, float aspect, float zNear ) : CSharpGL.mat4 |
Creates a matrix for a symmetric perspective-view frustum with far plane at infinite for graphics hardware that doesn't support depth clamping.
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unProject ( vec3 windowPos, CSharpGL.mat4 view, CSharpGL.mat4 proj, vec4 viewport ) : vec3 |
Map the specified window coordinates (win.x, win.y, win.z) into object coordinates.
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public static atan ( float y_over_x ) : float | ||
y_over_x | float | |
return | float |
public static atan ( float y, float x ) : float | ||
y | float | |
x | float | |
return | float |
public static degrees ( float radians ) : float | ||
radians | float | |
return | float |
public static frustum ( float left, float right, float bottom, float top, float nearVal, float farVal ) : CSharpGL.mat4 | ||
left | float | The left. |
right | float | The right. |
bottom | float | The bottom. |
top | float | The top. |
nearVal | float | The near val. |
farVal | float | The far val. |
return | CSharpGL.mat4 |
public static infinitePerspective ( float fovy, float aspect, float zNear ) : CSharpGL.mat4 | ||
fovy | float | The fovy. |
aspect | float | The aspect. |
zNear | float | The z near. |
return | CSharpGL.mat4 |
public static inverse ( CSharpGL.mat2 m ) : CSharpGL.mat2 | ||
m | CSharpGL.mat2 | |
return | CSharpGL.mat2 |
public static inverse ( CSharpGL.mat4 m ) : CSharpGL.mat4 | ||
m | CSharpGL.mat4 | |
return | CSharpGL.mat4 |
public static lookAt ( vec2 eye, vec2 center, bool up ) : mat3 | ||
eye | vec2 | The eye. |
center | vec2 | The center. |
up | bool | Up. |
return | mat3 |
public static lookAt ( vec3 eye, vec3 center, vec3 up ) : CSharpGL.mat4 | ||
eye | vec3 | The eye. |
center | vec3 | The center. |
up | vec3 | Up. |
return | CSharpGL.mat4 |
public static ortho ( float left, float right, float bottom, float top ) : CSharpGL.mat4 | ||
left | float | The left. |
right | float | The right. |
bottom | float | The bottom. |
top | float | The top. |
return | CSharpGL.mat4 |
public static ortho ( float left, float right, float bottom, float top, float zNear, float zFar ) : CSharpGL.mat4 | ||
left | float | The left. |
right | float | The right. |
bottom | float | The bottom. |
top | float | The top. |
zNear | float | The z near. |
zFar | float | The z far. |
return | CSharpGL.mat4 |
public static perspective ( float fovy, float aspect, float zNear, float zFar ) : CSharpGL.mat4 | ||
fovy | float | The field of view angle, in radians. |
aspect | float | The aspect ratio. |
zNear | float | The near depth clipping plane. |
zFar | float | The far depth clipping plane. |
return | CSharpGL.mat4 |
public static perspectiveFov ( float fov, float width, float height, float zNear, float zFar ) : CSharpGL.mat4 | ||
fov | float | The fov (in radians). |
width | float | The width. |
height | float | The height. |
zNear | float | The z near. |
zFar | float | The z far. |
return | CSharpGL.mat4 |
public static pickMatrix ( vec2 center, vec2 delta, vec4 viewport ) : CSharpGL.mat4 | ||
center | vec2 | The center. |
delta | vec2 | The delta. |
viewport | vec4 | The viewport. |
return | CSharpGL.mat4 |
public static project ( vec3 modelPosition, CSharpGL.mat4 view, CSharpGL.mat4 proj, vec4 viewport ) : vec3 | ||
modelPosition | vec3 | The object. |
view | CSharpGL.mat4 | The view. |
proj | CSharpGL.mat4 | The proj. |
viewport | vec4 | The viewport. |
return | vec3 |
public static radians ( float degrees ) : float | ||
degrees | float | |
return | float |
public static rotate ( float angleDegree ) : mat3 | ||
angleDegree | float | ANgle in Degree. |
return | mat3 |
public static rotate ( mat3 m, float angleDegree ) : mat3 | ||
m | mat3 | The m. |
angleDegree | float | ANgle in Degree. |
return | mat3 |
public static rotate ( float angleDegree, vec3 v ) : CSharpGL.mat4 | ||
angleDegree | float | ANgle in Degree. |
v | vec3 | |
return | CSharpGL.mat4 |
public static rotate ( CSharpGL.mat4 m, float angleDegree, vec3 v ) : CSharpGL.mat4 | ||
m | CSharpGL.mat4 | The m. |
angleDegree | float | ANgle in Degree. |
v | vec3 | The v. |
return | CSharpGL.mat4 |
public static scale ( mat3 m, vec2 v ) : mat3 | ||
m | mat3 | The matrix to transform. |
v | vec2 | The vector to scale by. |
return | mat3 |
public static scale ( CSharpGL.mat4 m, vec3 v ) : CSharpGL.mat4 | ||
m | CSharpGL.mat4 | The matrix to transform. |
v | vec3 | The vector to scale by. |
return | CSharpGL.mat4 |
public static translate ( mat3 m, vec2 v ) : mat3 | ||
m | mat3 | The matrix to transform. |
v | vec2 | The vector to translate by. |
return | mat3 |
public static translate ( CSharpGL.mat4 m, vec3 v ) : CSharpGL.mat4 | ||
m | CSharpGL.mat4 | The matrix to transform. |
v | vec3 | The vector to translate by. |
return | CSharpGL.mat4 |
public static transpose ( CSharpGL.mat2 m ) : CSharpGL.mat2 | ||
m | CSharpGL.mat2 | |
return | CSharpGL.mat2 |
public static transpose ( CSharpGL.mat4 m ) : CSharpGL.mat4 | ||
m | CSharpGL.mat4 | |
return | CSharpGL.mat4 |
public static tweakedInfinitePerspective ( float fovy, float aspect, float zNear ) : CSharpGL.mat4 | ||
fovy | float | The fovy. |
aspect | float | The aspect. |
zNear | float | The z near. |
return | CSharpGL.mat4 |
public static unProject ( vec3 windowPos, CSharpGL.mat4 view, CSharpGL.mat4 proj, vec4 viewport ) : vec3 | ||
windowPos | vec3 | The win. |
view | CSharpGL.mat4 | The view. |
proj | CSharpGL.mat4 | The proj. |
viewport | vec4 | The viewport. |
return | vec3 |